And with all the cards finally revealed just a week before the release date lots of you are already concocting a bunch of brain juice (you own hopefully) to aid with new strategies and with any luck produce a new meta deck that can par on quality with the likes of Handlock, Control Warrior, Miracle and the most loved Zoo and Huntard! OR – just nurture a new form of mech filled cancer.
To try and help you organize your thoughts on the cards and mechanics we caught up with some of the iconic and most revered Hearthstone players here on the beautiful islands of the Philippine –SEA Server. Here to help are the likes of Chalk and SvG.Staz, our supposedly SEA representatives for the previous Blizzcon, Team Imperium’s golden boy IPT. WaningMoon with a whole lot of title under his name. The ESGS 2014 Hearthstone Champion Philip Chu, together with rest of the HSPH barbershop quartet of SvG.BOYS, the always active threat that carries numerous titles under their own names SvG.Coldsnap, SvG.Zadkiel and SvG.HVTT. Oh! And a bonus treat from a Magic the Gathering superstar turned hearthstone enthusiast, Gerald Camangon, if the name does not ring any bells then try google and be awed.
We asked them the same three simple questions to try and probe their thoughts and hopefully have them reveal some hidden strategies they muster for the GvG patch.
The questions are as follows:
1. Your top 3-5 cards that will punch the current meta in the face!
2. Card/s that you are most looking forward to play with.
3. Personal adjustment and strategy after the release.
*Please do note that some new mechanics has not been confirmed during the time they answered the questions, so yeah just let those little errors pass.
Druid of the Fang - A 7/7 for 5 mana if you have a beast in play, as if Druids didn't have enough creatures to innervate out. Turn 2 Haunted Creeper or Power of the Wild followed by an Innervate Druid of the Fang? Or even just a Druid of the Claw turn 5 followed by Fang will make BGH come out of retirement.
Feign Death - As much as I loathe Hunter, I can't deny how strong it currently is and how much more firepower this card gives Rexxar. If i'm not mistaken, this card triggers the deathrattles of your minions without killing them. You could potentially make game changing/winning plays like getting 2 draws with Loot hoarder (1 from FD, 1 from trading) or increasing your reach with Leper gnomes.
Siltfin Spiritwalker and Neptulon - I'm putting these two together since in a sense, they have the same concept, Murlocs. I dread that we will see a comeback of murlocs just when I thought we got rid of them albeit zoo took its place. On one end, i'm glad they're not neutral cards but on the other end, why did it have to be Shaman, a class with good burst and can now have a relatively decent card draw. Let's just hope that the curving of Shaman Murloc decks would be terrible or easily countered, I don't want to be haunted by the same sound over and over again. Mrglglrglglglglglglgl!
Mogor the Ogre- I can't really tell what the meta would be like post GvG release but if Zoo and Murlocs get popular I see this being quite a fun card. ZooLocks are so strong because of their ability to do favorable trades and dominate the board while constantly being able to get more cards by life tapping. I would just love having the RNG Gods patting my back as I watch the Warlock's minions take each other out.
Lightbomb - This card is so strong for obvious reasons. It adds more ways for Priests to clear a board without really hurting their board because no Priest minions (Of the competitive variants I know of) have more attack than health except maybe certain legendaries like Sylvannas/Ragnaros. You could also follow this up with a Circle of healing with or without a Northshire Cleric.
BONUS : Mechanical Yeti - RIP Chillwind Yeti.
The expansion gives me an idea of how I want to play each class and I honestly can’t wait to try some of them out.
First of all, I feel the need to address the most hated class, Hunter. Like I said above, I also loathe the class purely because of how frustrating it is to play against. For the longest time, I’ve wanted to play Hunter as control/mid-ranged but the toxic version just simply outshines the former. With the new sets of cards like Steamwheedle Sniper, Call Pet, and Feign Death as well as some neutral cards, I’ll be giving control hunter another try.
I’ve always struggled closing out games with control warrior because of the deck or because I’m bad, though I’d like to think it’s the former. I just feel like they lack that midgame punch which I think is where Siege Engine will come in. A 5/5 for 5 by itself is already decent and you can boost it so much more with armor up, Shield Block or Armorsmith gimmicks. Iron Juggernaut also seems fun.
Lastly, along with the announcement/leaks/reveals of the GvG expansion came the nerf to Gadgetzan Auctioneer, a card I have a love-hate relationship with. I don’t know how much it will affect Miracle Rogue but since I love Miracoli, I won’t be giving up on it just yet. I’ll probably give Trade Prince Gallywix a try.
I’ll just be grinding Arena nonstop to build up my collection and test out some of my deck ideas.
Flame Leviathan , Iron Juggernaut & Bolvar Fordragon
These cards introduce new concepts that is completely new to Hearthstone players. The Leviathan inflicts 2 damage to everyone and is triggered by drawing it. The card helps you in facing super aggro starts that you cannot get yourself out of. Juggernaut acts as a timer, maybe do a brewmaster combo and you have yourself deal 20 damage. Bolvar's ability is already happening even if you haven't played it yet. These cards are way too crazy but it gives room for Hearthstone to grow more.
EXPLODING SHEEP!!! That neutral consecration might be able to help classes with few AoE like Druid. Poison seeds + sheep? I'm looking forward to make a cool control deck using Mal'Ganis too.
My only strategy is to get these cards as early as possible. The meta will be crazy for atleast a month. 120 cards , damn that's not a joke. New deck concepts are waiting to be formed, and hopefully I can make a staple Chalk deck.
Dr. Boom - 7 Mana for 7/7 possible 17 Damage. Good with Mech decks and can possibly take the spot of Baron Geddon in Ctrl Warrior for that big whirlwind or Death's Bite Burst w/ Grommash.
Gazlowe - Imo should be a resident mech legend with all the spare parts scattered. Really good with spells like conceal and tracking.
Mal'Ganis - because aside from having OP stats you can cheat him into play early.
Vol'Jin - Because it allows Dr.Priest to kill fat minions.
Metaltooth Leaper - Friendly Mech Savage Roar with a 3/3 body (remember the Dark Iron Dwarf change?).
Refer to answers on question 1.
None at the moment.
Bonus from SvG.Coldsnap
About Nerfed Cards.
- Soulfire was too good for both Zoo and Handlock because it dishes out 8 damage at the expense of 2 life.
- Flare - Take another turn vs Secrets/Freeze Mage on turn 3 lol.
- Gadgetzan Auctioneer - the sparepart combo would be too OP if he's still at 5. People can choose now between Gadgetzan, Gazlowe, & Illidan
Seal of Light - Basically phases out holy light in decks. The 2 attack is invaluable.
Mal'ganis - Buffed up demons plus immunity plus potential voidcaller target. along with the new set of demons introduced, makes for a viable demon deck.
Recombobulator - Amazing ability. Imagine recombobulating a 4 drop or 6 drop after trading. One of the best cards IMO in the set.
Spare parts - New spells = new combos = more utility.
Explosive Sheep - Boardwipe. period.
Troggzor the Earthinator - OP SH!T. if you can't deal with this in 1 spell, holy fk...
Dunemaul Shaman - A strong four drop. 50% chance to attack the wrong enemy means he can bypass taunts and directly hit face. Controllable RNG is <3
Vol’jin - I am not a priest fan, but it is remarkably strong vs fat ass decks.
Crackle - 6 damage to face? Yes please!
Improving stall mage/freeze mage, finding the best mech class which is probably mage just because of that amazing 4 drop and being able to create decks from scratch is a good skill to have and improve, and now is a great opportunity to hone those skills.
Malorne - Even if you BGH this guy, it will be back unless silenced. With all these new cards coming, all decks might need 2 or more silence cards.
Mal`Ganis - Its effect is just too good to pass up. You can tap for days with Mal`Ganis on the board without the worry of dying.
Troggzor the Earthinator - This card has a lot of value, unless silenced. The only way to get rid of it is to trade your minions.
Kezan Mystic - Finally, a neutral card that can deal with traps. I was looking for something like this during the OP days of hunter.
Mechanical Yeti - Just because a normal yeti is not good enough.
V-07-TR-0N - Come on, who doesnt want this guy to be played? Your hearthstone life will not be complete if you are not able to summon this guy in constructed. I wanna feel the power of MEGA-WINDFURY!
Nothing really. I just want to have fun with the new cards.
The neutral cards will probably be the most impact just because they'll be available to every class.
Kezan Mystic - Like a Harrison Jones for secrets. We'll probably see it pop in and out of the meta.
Mech Warper - If this saves you even 1 mana then it's basically a 2/3 for 1. Like a Zombie Chow without the deathrattle. Probably a staple in all Mech decks.
Mimiron's Head - Worst case scenario it's a 5 mana Yeti. With the right hand or board setup it's a ton of burst damage and possible OTK. That's a big deal for a neutral card because not all classes have had access to that kind of burst. This will probably be the finisher for most Mech decks.
Pirates and Mechs!
I'll probably just experiment and have fun first and see how the meta develops.
Fel Cannon - 3/5 is one of the best stat for a 4 mana creature plus a mini-ragnaros like effect.
Ship's Cannon - A harder to kill knife juggler that hits harder as well. I think we will see more pirate decks in this expansion.
Sabotage - Minion plus Weapon removal in one card for 4 mana. You can afford to put 2 copies in your deck + Jones. RIP weapons.
Piloted Sky Golem - 6 mana for a creature with 8 mana value in average. Just too good in arena and can be used to bait silence.
Iron Juggernaut. Negates a draw and deals 10 damage. I can see more thrill in tourneys if you know what I mean. (*RNGesus prayers)
Personal strategy would still be the same. Study the meta, new cards and learn to counter.
Mal'ganis - The new Lord Jaraxxus, i think most people would be inclined to build around this legendary, voidcaller early then this spells trouble for most decks. Don't be surprised to see this appear in most warlock decks on the ladder.
Whirling Zap-o-matic - It's one of the "must kill" 2 drops of the current constructed format now, it deals massive amounts of damage if it goes unchecked.
Muster for Battle - Hearthstone has always been a "board presence" type of game, filling the board with 1/1's and having a 1/4 weapon should put you ahead on board as early as turn 2 via coin.
Mechwarper - Seems like the card that most people would build around concepts with, being a 2/3 makes it a powerful pint-sized summoner for mechs.
Bonus as for the nerfed cards:
- Soulfire being set at 1cc would be felt by lots of warlocks players, it was used widely because of how you could sneak in that 4 damage after tapping out for something. players would just need to adjust to the nerf, i guess. still playable.
- Flare being nerfed to 2cc isn't much of a problem for the hunters, most of them just play 1 anyways. mages would love this nerf, hunters might just cut it completely.
- Gadgetzan Auctioneer set to 6cc is a big blow to the miracle decks around. it was kinda hard to pull off at 5 before and now it has just been put to another level of difficulty. miracle rogue seems dead because of this.